In every mainline Fallout game except for New Vegas, players can earn the loyalty of a dog known as “Dogmeat.” As part of the main quest of Fallout 4, Dogmeat assists in tracking down the antagonist, even if the player has never encountered him before. When you leave Kellogg’s home, Nick simply starts talking about Dogmeat as if he’s a known quantity.
Perhaps related to this quirk of the world, Dogmeat is first named in this game when the clairvoyant Mama Murphy recognizes him and addresses him by name. The game’s UI calls him “DOG” until he is recognized by Valentine or Murphy. It seems clear that this german shepherd is somehow an independent agent with a good reputation, or something.
Dogmeat does not have a loyalty quest associated with him, which is how the player would earn the other companions’ perks. However, upon finding Astoundingly Awesome Tales #9 within the Institute, Dogmeat becomes more resistant to damage. While this isn’t coherent or conclusive evidence of Dogmeat being a synth, it’s plainly prompting the audience to consider that idea. In light of these factors, his origins have been fiercely debated among the community.
The skeptics and “hard sci-fi” fans out there would have you believe that he’s merely a famous stray dog who solves crimes. But I believe there's something more remarkable at work.
There's a section in the Fallout 2 instruction book called the Vault Dweller's Memoirs, where the player character of the first game recounts what canonically happened. Due to Fallout’s famously terrible companion AI, if you travelled to Mariposa with Dogmeat, he would consistently run into the force fields and get vaporized. So, in the Memoirs, we learn that this is exactly what became of Dogmeat Prime, in canon. He loyally sprinted into a wall of solid light, and disappeared. What if our buddy simply awoke in a new, confusing place?
In Fallout 2, Dogmeat must be found at the Cafe of Broken Dreams, which is explicitly a liminal space. It appears randomly to travellers in the desert. The NPCs within are frozen in time, such as a young version of President Tandi, who mentions that Ian went to “the Abbey,” an area cut from the game. To gain Dogmeat’s trust, the Chosen One must equip the Vault Dweller’s V-13 jumpsuit, which Dogmeat recognizes as belonging to his dead master. You can also attack him to spawn Mad Max, who claims ownership of the dog. Max fits the description of Dogmeat's original owner given in Fallout.
There’s also the “puppies” perk in Fallout 3, which enables you to restore Dogmeat, in the event of his death. “Dogmeat’s puppy” inherits his base and ref ids. In other words, they ARE the same NPC, just renamed. So, the way this actually articulates is that whenever Dogmeat dies in combat, you can find him waiting for you back at Vault 101. In practice, it’s almost Bombadilian.
Lastly, please consider the following developer context.
In June of 2021, the dog who performed Dogmeat’s motion capture and voice for Fallout 4 passed away. A statue of her was placed outside of every Vault in the China-exclusive sequel to Fallout Shelter. She still watches over each player.
River's owner, developer Joel Burgess, honored her in a brief thread about her involvement in the game, and shared much about his thought process and design goals while leading the character’s development. The Dogmeat project changed course early on, after Mr. Joel saw a new member of the art team gathering references of snarling German Shepherds. This motivated him to bring River into the studio, so the artists and developers could spend time with her.
He wanted to steer the team away from viewing Dogmeat as a weapon, and towards viewing him as a friend. Everything special about Dogmeat was inspired by River. For example, whenever you travel with Dogmeat, he’s constantly running ahead of you to scout for danger, then turning to wait for you. This was inspired by River’s consistent behavior on long walks.
The only way they were able to motivate River to bark for recordings was by separating her from Joel while he waited in the next room.
Reading the thread, it’s very clear that he hoped Dogmeat would make players feel safe, encouraging them to explore, and to wonder. In his closing thoughts, he said the following:
-Joel Burgess
Mr. Joel felt it was important to express that the ambiguity of Dogmeat’s origin in Fallout 4 was deliberately built into his presentation. He also felt it was important that you know Dogmeat loves you. Dogmeat was designed, on every level, to reflect the audience’s inspirations, and to empower their curiosity.
The true lore of Dogmeat is a rorschach test. The only “right” answer is to pursue whatever captures your imagination.
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The fandom echo chamber: fanon, microanalysis and conspiracy brain
As someone who has been in fandom spaces, on and off, for 20 years, I find some fascinating trends popping up in the last decade that I thought to be fandom-specific but clearly aren’t. So, I would like to do a little examination of where those things come from, how they are engaged with, and what it says about the way we consume media. This is a think piece, of sorts, with my brain being the main source. As such, we will spend some time down the memory lane of a fandom-focused millennial.
This is largely brought about by Good Omens. But it’s also not really about Good Omens at all.
Part one. Fanon.
The way we see characters in any story is always skewed by our very selves. This is a neutral statement, and it does not have a value judgement. It’s simply unavoidable. We recognise aspects of them, love aspects of them, and choose aspects of them to highlight based entirely on our own vision of the universe.
Recognition comes into this. There is a reason so many protagonists of romance novels have a “blank slate” problem. Even when they do not, we love characters who are like us or versions of us that we would like to be. And when we say “we”, I also mean, “me”.
(I remember very clearly this realisation hit me after a whole season of Doctor Who with writing which I hated utterly when I questioned why I still clung so incredibly hard to Clara Oswald as my favourite companion. Then I looked at myself in the mirror. Oh. Well. That would do it, wouldn’t it?)
Then, there is projection, and, again, this is a neutral statement. Projection exists, and it is completely normal and, dare I say it, valid way of engaging with — well, anything. Is the character queer? Trans? Neurodivergent? Are they in love? Do they like chocolate? Are they a cat person? Well, yes, if this is what the text says, but if the text does not say anything… You tell me. Please, do tell me. Because, in that moment of projection, they are yours.
And then, there is fandom osmosis, and that is the most fascinating one of them all, the one that is not very easy to note while you are inside the echo chamber. It’s the way we collectively, consciously or not, make decisions on who or what the characters are, what their relationships are, and what happens to them.
(Back when I was writing egregiously long Guardian recaps on this blog I actually asked if Shen Wei’s power being learning actually was stated anywhere in the canon of the show. Because I had no idea. I have read and reread dozen of fanfics where that is the case, and at some point through enough repetition, it became reality.)
We are all kind of making our own reality here, aren’t we?
Back when things were happening in a much less centralised manner - in closed livejournal groups, and forums of all shapes and sizes - I don’t remember there being quite as much universally agreed upon fanon. Frankly, I don’t remember much of universally agreed upon anything. But now, everything is in one place: we have this, and we have AO3, and it’s wonderful, it really is so much easier to navigate, but it’s also one gigantic reality-shifting echo chamber, with blogs, reblogs, trends, and rituals.
Accessibility plays its part, too. If you were, say, in Life on Mars (UK) fandom between seasons, and you wanted to post your speculation fic, you had to have had an account, and then find and gain access to one of the bigger groups (lifein1973 was my poison, but ymmv), and then, if you feel brave you may post it, but also, you may want to do so from your alt account if you wanted to keep yours separate, and then you would have to go through the whole process again. And I’m not saying that fan creations then were somehow inherently better for it than fan creations now (although Life on Mars Hiatus Era is perhaps a bad example - because some of the Speculation Fic there was breathtaking), but there is something to say about the ease of access that made the fandoms go through a big bang of sorts.
(I mean, come on, I can just come here and post this - and I am certain people will read it, and this blog is a pandemic cope baby about Chinese television for goodness sake.)
The canon transformations that happen in the fandom echo chamber truly are fascinating to witness as someone who is more or less a fandom butterfly. I get into something, float around for a bit, then get into something else and move on. I might come back eventually when the need arises, but I don’t sustain a hiatus mind-state. This means that when I float away and return, I find some very intriguing stuff.
Let’s actually look at Good Omens here. Season two aired, and I found it spectacular in its cosy and anguished way; deliberately and intelligently fanfic-y in its plot building; simple but subversive, and so very tender. (I will have to circle back to this eventually, because, truly, I love how deliberately it takes the tropes and shatters them - it’s glorious). And, to me - a person who read the book, watched the first season, hung around AO3 for a few weeks and moved on - absolutely on-point in terms of characterisation.
So imagine my surprise when the fandom disagreed so vehemently that there are actual multi-tiered theories on how characters were not in possession of their senses. Nothing there, in my mind, ever contradicted any of the stated text, as it stood. This remained a strange little mystery until I did what I always do when I flutter close to an ongoing fandom.
I loaded AO3 and sorted the existing fic by popularity. And there it was, all there: the actual earth-shattering mutual devotion of the angel and the demon; willingness to Fall; openness and long heart-aching confession speeches. There was all of the fanon surrounding Aziraphale and Crowley, which, to me, read as out of character, and to one for whom they became the reality over the last four years, read as truth.
Again, only neutral statements here. This is not a bad thing, and neither this is a good thing, this is just something that happens, after a while, especially when there are years for the fandom-born ideas to bounce around and stew. I can’t help but think that so much of what we see as real in spaces such as this one is a chimaera of the actual source and all the collective fan additions which had time and space to grow, change, develop, and inspire, reverberating over and over again, until the echoes fill the entirety of the space.
Eventually, this chimaera becomes a reality.
Part two. Microanalysis
Here are my two suppositions on the matter:
1. Some writers really love breadcrumb storytelling.
Russel T Davies, for instance, on his run of Doctor Who (and, if you are reading it much later - I do mean the original one), loved that technique for his seasonal arcs. What is a Bad Wolf? Who is Harold Saxon? Well, you can watch very very carefully, make a theory, and see it proven right or wrong by the end of the season.
Naturally, mystery box writers are all about breadcrumb storytelling: your Losts and your Westworlds are all about giving you snippets to get your brain firing, almost challenging you to figure things out just ahead of the reveal.
2. We, as humans, love breadcrumbs.
And why wouldn’t we? Breadcrumbs are delicious. They are, however, a seasoning, or a coating. They are not the meal.
Too much metaphor?
Let’s unpack it and start from the beginning.
Pattern recognition colours every aspect of our lives, and it colours the way we view art to a great extent. I think we truly underestimate how much it’s influenced by our lived experiences.
If you are, broadly speaking, living somewhere in Western/North-Western Europe in the 14th century, and you see a painting in which there is a very very large figure surrounded by some smaller figures and holding really tiny figures, you may know absolutely nothing about who those figures are, but you know that the big figure is the Important One, and the small ones are Less Important Ones, and the tiny ones are In Their Care. You know where your reverence would lie, looking at this picture. And, I imagine, as someone living in the 14th century, you may be inspired to a sense of awe looking at this composition, because in the world you live in, this is how art works.
If you, on the other hand, watch a piece of recorded media and see the eyes of two characters meet as the violins swell, you know what you are being told at that moment. You don’t have to have a film degree to feel a sort of way when you see a green-tinged pallet used, when cross-cuts use juxtaposing images, or notice where your focus is pulled in any given shot. This stuff - this recognition of patterns - has been trained into us by the simple fact that we live in this time, on this planet, and we have been doing so long enough to have engaged recorded media for a period of time.
As humans, we notice things. Our brains flare up when they see something they recognise, and then we seek to find other similar details and form a bigger picture. This often happens unconsciously, but sometimes it does not. Sometimes we do it on purpose: finding breadcrumbs in stories is a little bit like solving a mystery. It allows us to stretch that brain muscle that puts two and two together. It makes us feel clever.
So yes, we love breadcrumbs, and, frankly, quite a lot of storytelling takes advantage of this. It’s very useful for foreshadowing, creating thematic coherence, or introducing narrative parallels and complexity. It’s useful for nudging the viewer into one or the other emotional direction, or to cue them into what will happen in the next moment, or what exactly is the one important detail they should pay attention to.
Because this is something media does intentionally, and something we pick up both consciously and not, it is very hard to know when to stop. We don't really ever know when all of the breadcrumbs have been collected. It becomes very easy to get carried away. There is a very specific kind of pleasure in digging into content frame by frame, soundbite by soundbite, chasing that pleasure of finding.
But it is almost never breadcrumbs all the way down. They are techniques to help us focus on the main event: the story. I truly believe those who make media want it to reach the widest possible audience, and that includes all of us who like to watch every single thing ever created with our Media Analysis Goggles on and those who are just here to enjoy the twists and turns of the story at the pace offered to them. And I think, sometimes in our chase to collect and understand every little clue we forget that media is not made to just cater for us.
One can call it missing a forest for the trees. But I would hate to mix my metaphors, so let’s call it missing a schnitzel for the breadcrumbs.
Part three. The Conspiracy Brain.
If you are there with me, in the midst of the excited frenzy, chasing after all those delicious breadcrumbs, then patterns can grow, merge together, and become all-encompassing theories. Let’s call them conspiracy theories, even though this is not what they truly are.
So, why do we believe in conspiracy theories?
One, Because We Have Been Lied To.
All conspiracies start with distrust.
If you are in fandom spaces - especially if you are in fandom spaces which revolve around a queer fictional couple - especially-especially if you have been in such spaces for a period of time, you have most certainly been lied to at one point or another.
We don’t even have to talk about Sherlock - and let’s not do that - but do you remember Merlin? Because I remember Merlin. Specifically, I remember the publicity surrounding the first season, with its weaponised usage of “bromance” and assertions that this whole thing is a love story of sorts, and then the daunting realisation that this was all a stunt, deliberately orchestrated to gather viewership.
And, because we were lied to in such a deliberate manner for such an extensive period of time, I genuinely believe that it forever altered our pattern recognition habits, because what was this if not encouragement to read into things? Now we are trained to read between the lines or see little cries for help where they might not be. Because we were told, over and over again, that we should.
(Yes, I think we are all existing in these spaces coloured by the trauma of queer-bating. I am, however, looking forward to a world where I can unlearn all of that.)
Two, Cognitive Dissonance.
The chain reaction works a bit like this: the world is wrong - it can’t possibly be wrong by coincidence - this must be on purpose - someone is responsible for it.
Being Lied To is a preamble, but cognitive dissonance is where it all originates. In so many cross-fandom theories I have noticed a four-step process:
A) this is not good
B) this author could not have made a mistake
C) this must be done on purpose
D) here is why
(Funny thing is, I have been on the receiving end of the small conspiracy spiral, and it is a very interesting experience. Not relevant to this conversation is the fact that a lot of my job revolves around storytelling. What is relevant is that my hobbies also revolve around storytelling. And one of them is DnD. Now, imagine my genuine shock when one of the players I am currently writing a campaign for noticed a small detail that did not make a logical sense within the complexity of the world, and latched on to it as something clearly indicating some kind of a secret subplot. Their thinking process also went a bit like this: this detail is not a good piece of writing — this DM knows how to tell stories well — this is obviously there on purpose. It was not there on purpose. I created a clumsy shorthand. I erred, in that pesky manner humans tend to. And, seeing this entire thought process recited to me directly in the moment, I felt somewhere between flattered and mortified.)
This whole line of thinking, I think, exists on a knife’s edge between veneration and brutal criticism, relentlessly dissecting everything “wrong”, with a reverent “but this is deliberate” attached to it like a vice, because it is preferable to a simple conclusion that the author let you down, in one way or another.
Three, Intentionality
I believe that there is no right or wrong way of engaging with stories, regardless of their medium, and assuming no one gets hurt in the process. While in a strictly academic way, there is a “correct” way of reading (and reading into) media, we here are largely not academics but consumers; consumption is subjective.
However, this all changes when intentionality is ascribed.
The one I find particularly fascinating is the intentionality of “making it bad on purpose” because, as open-minded as I intend to always be, this just does not happen.
It certainly does not happen in long-form media. Even in the bread-crumb mystery box-type long-form media.
When television programs underdeliver, they also underperform, and then they get cancelled.
If all the elements of Westworld Season 4 that did not sit together in a completely satisfactory way were written deliberately as some sort of deconstruction for the final season to explore, then it failed because that final season will now never come.
(There will likely never be a Secret Fourth Episode.)
And look, I am not here to refute your theories. Creativity is fun, and theorising is fantastic.
But, perhaps, when the line of thought ventures into the “bad on purpose” territory, it could be recognised for what it is: disappointment and optimism, attempting to coexist in a single space. And I relate to that, I do, and I am sorry that there is even a need for this line of thinking. It’s always so incredibly disappointing that a creator you believed to be devoid of flaws makes something that does not hit in the way you hoped it would. It’s pretty heartbreaking.
Unfortunately, people make mistakes. We are all fallible that way.
Four, Wildfire.
Then, when the crumbs are found, a theory is crafted, and intentionality is ascribed, all that needs to happen is for it to catch on. And hey, what better place for it than this massive hollow funnel that we exist in, where thoughts, ideas and interpretations reverberate so much they become inextricable from the source material in collective consciousness.
Conspiracy theories create alternate realities, very much like we all do here.
So where are we now?
I am not here to tell you what is right and what is wrong; what is true, and what is not. We are all entitled to engage with anything we wish, in whichever way we wish to do it. This is not it, at all.
All I am saying is… listen.
Do you hear that echo?
I do.
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Qualia and Ascension in Rain World
(To clarify I'm mostly talking about base-game lore and not including Downpour, but honestly most of these things can transfer over)
Qualia
One thing that’s relatively hidden in Rain World’s text and subtext is the concept of qualia. Qualia is described as being, “sensory experiences that have distinctive subjective qualities but lack any meaning or external reference to the objects or events that cause them.” It’s a personal sensory experience that cannot be comprehended by another person other than the individual themself, and are often hard to convey via language.
Qualia is a reoccurring motif in Rain World, but what’s more important is the way in which it’s conveyed to the player. The picture that’s painted is that of a world or civilization that placed a great importance on the individuals’ experience, and it’s shown through pearls or environmental details.
Here are some examples of qualia appearing in the text through pearls.
“It's qualia, or a moment - a very short one. Someone is holding a black stone, and twisting it slightly as they drag their finger across the rough surface. The entire sequence is shorter than a heartbeat, but the resolution is extraordinary.”
“A memory... but not really visual, or even concrete, in its character. It reminds of the feeling of a warm wind, but not the physical feeling but the... inner feeling. I don't think it has much utility unless you are doing some very fringe Regeneraist research.”
“This one... is authored by Five Pebbles, when he was young. There has been an attempt to scramble the data, but it's sloppily done, and most is still somewhat legible. It's written in internal language, or thoughts, so it is hard for me to translate so you would understand.”
But the most prominent examples of qualia and it’s importance in this world are the Memory Crypts and possibly ancient naming conventions. The deep purple pearl (shortened) found in Shaded Citadel states,
“In this vessel is the living memories of Seventeen Axes, Fifteen Spoked Wheel, of the House of Braids (…) Seventeen Axes, Fifteen Spoked Wheel nobly decided to ascend in the beginning of 1514.008, after graciously donating all (ALL!) earthly possessions to the local Iterator project (Unparalleled Innocence), and left these memories to be cherished by the carnal plane. The assorted memories and qualia include:”
Ancients likely mutated their own neural tissue into the cabinet beasts we see in Shaded, which were used to store their memories and qualia before ascension. Even james said once "how 5 pebs got the rot is a good hint here" in response to someone asking how cabinet beasts work, and how they're made.
Adding on to this, ancient (and iterator) naming conventions seem to be built off of the concept of qualia, with them focusing on individual images or experiences.
Nineteen Spades, Endless Reflections
Droplets upon Five Large Droplets
Two Sprouts, Twelve Brackets
Looks to the Moon
Generally, this all points to a world focused on the expression and preservation of the individual experience. You could even consider some of the echo dialogue as more evidence for this running motif, but I already have too many quotes lol.
Ascension
So now time to talk about my interpretation of ascension. In short, you turn into a worm, but I should probably explain more than that.
So its been surfacing on rw-tumblr that the light in the end of the game is called the egg in files. Although file names shouldn't be taken as fact or canon, it is pretty obvious given the birth imagery.
But something a little lesser known is what happens to the worm that takes us down to the void-sea depths. Void worms normally have a bright glowing effect, on their body, which is present for ours as well. But after it unhooks us, it swims down, and when it passes us on it's way back that glowing effect is gone.
To be honest, I don't really think this can be interpreted in many ways, but the most obvious one and the one I personally subscribe to is that the worm laid the egg. Biology and spirituality really aren't that different in Rain World, it's implied that karma is stored in the brain through Five Pebbles's slideshow. Adding on to that, we see voidspawn after eating an iterator neuron. One's spiritual state is innately tied to their mental state, and that dictates what and what they can't perceive.
And for that reason I decide to take a more biology leaning approach to what happens in the ending. At face value, we are fertilizing the egg of a void worm to be reborn into a voidspawn.
Not only do void spawn and void worms have multiple characteristics in common, (worm like bodies, tendrils/tentacles, glowing heads, void spawn look microbial and void worms are likely some of the oldest "life" in game)
but voidspawn are seen inside egg-like coverings and share the same egg light seen in the end of the game, confirmed to be the same thing by Videocult in a livestream they did.
I believe that all this points to ascension being re-birth into a voidspawn, which eventually undergoes metamorphose into a worm. Higher-dimensional beings, who manifest and give birth to a new world.
So how does this tie in with qualia? Another thing you might know is that the area in which void spawn are most plentiful is Shaded Citadel and areas in Shoreline near Shaded. And shaded is absolutely packed with Cabinet Beasts, even outside Memory Crypts. I believe these qualia-storing creatures are what manifest voidspawn.
From what we see in ascension, it still looks physical and largely based around the real world. Hunter still has his scars and see's an iterator, survivor sees the slug tree in a more mystical and formless state, and monk sees survivor frankly just looking like a normal slugcat. I think that ascension is a product of qualia. We transcend our earthly knowledge via the egg, and our own qualia is used to give birth to a new world. This is why voidspawn appear most in Shaded Citadel.
Now I won't be getting into Void-Worm theories too much here, I'm mostly focused on ascension but I can't ignore the Gnosticism parallels. For those who don't know, Void Worms heavily resemble the Yaldaboath from Gnosticism, along with sharing some similar celestial motifs.
and running with that some people theorize that, like the Yaldabaoth, void worms are responsible for manifesting the material world. Ascension seems to be a mix of the concepts of Gnosis and Nirvana, but I believe it might lean more on Gnosis.
From my limited knowledge, Gnosis is a few things, some of which being a state achieved from experiences or intuitions, and an essential part to salvation is personal knowledge. While researching a bit, I came across this text by Peter Wilberg called "From NEW AGE to NEW GNOSIS" which brings up some comparisons between Gnosticism and qualia as well.
"Gnosis is subjective knowledge of an inner universe made up not of matter, energy, space or time but of countless qualitative spheres or ‘planes’ of awareness – a knowledge obtained directly through inter- subjective resonance. It is the subjective science of this inner universe."
One thing though that has been brought up when discussing this is how this can be consolidated with the tone of the ending. It is pretty un-ambiguously happy, but if we're going with the Void worm Yaldaboath theory then that would put a bit of a sour twist on it right?
I agreed with these for some time, but now I actually think it ties in perfectly with Rain World's core themes as stated by the devs, "overcoming differences and finding empathy." I don't think the void worms are "evil" or malevolent, but I think they (and subsequently us after ascending) play a key role in demonstrating this theme.
By manifesting the physical world, we allow these souls to experience life and develop their own qualia so one day they can ascend themselves. We are shown compassion, and pass it forward.
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